8,451 Commits over 2,131 Days - 0.17cph!
Added a crappy foundation to Paul's gang building to fix floor z-fighting
Stopped players getting sent to "jail" on maps with no jail. Adjusted building foundation. Building takeover work.
Building takeover working
Building takeover can handle players changing gang affiliation during a takeover
Better system for handling players changing gang affiliation during squatter building takeover
Basic instanced shader owner-based gang building colour tint
Bit hacky due to building/player load order, but buildings now correctly load in their owner tint etc on new clients.
Building takeover various stuff
Merge building takeover code into Main. Can now act as a squatter to take over a building owned by someone else.
Respawn correctly in gang buildings when respawning from a prison stay
Door opens when HP reaches 0
Client door damages passes on to server. Same method as vehicles use.
Door damage. Basic but working.
Made door forcing interaction text clearer
Always allow closing open doors. This could benefit from the pie menu as it should really be possible to buy buildings with open doors too. You'll now need to close a door to buy a building, but at least if you open a door from the inside of a building that you don't own, you can now close it again!
Fix some door duplicate code + a switched a bool that was the wrong way around
Re-enabled and updated What's New
Reduce squatter time from 4 to 3 mins
Fixed deployable item placement, which was broken by the non-alloc physics merge. The Unity default for OverlapSphere is QueryTriggerInteraction.UseGlobal, but the GamePhysics default is QueryTriggerInteraction.Ignore
Fixed error, builds now fail properly.
Disable What's New screen again for now
Last gang member clears correctly when they leave and the gang disbands
Proxy players don't need inventory at all, only server and owner do. But at the moment it all gets synced anyway. Working on removing that. Code structure for things on server and owner client but NOT proxy sucks too. Maybe I can do something about that.
Really early, basic, totally broken framework for a character class refactor.
Working on a glorious (or equally likely terrible) new character refactor that will unify the network types and bring balance to the force.
Too many classes. Trying something else.
Working on character refactor idea
Added IsAlly. Technically this one could be CharacterServer only, but it doesn't need to be (the data is available on all).
More character refactor. IVehicleUser etc
Health events. IPlayerHealthEventReceiver
More. Started a sort of stopgap PersistentPlayer class solution.